Space Engineers
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Public Member Functions | |
void | Deserialize (MyObjectBuilder_CampaignSM ob) |
void | ResetToStart () |
Public Member Functions inherited from VRage.Generics.MySingleStateMachine | |
delegate void | StateChangedHandler (MyStateMachineTransitionWithStart transition) |
override bool | DeleteCursor (int id) |
override MyStateMachineCursor | CreateCursor (string nodeName) |
Creates new active cursor. More... | |
bool | SetState (string nameOfNewState) |
Public Member Functions inherited from VRage.Generics.MyStateMachine | |
MyStateMachineCursor | FindCursor (int cursorId) |
virtual bool | AddNode (MyStateMachineNode newNode) |
MyStateMachineNode | FindNode (string nodeName) |
virtual bool | DeleteNode (string nodeName) |
virtual MyStateMachineTransition | AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null, string name=null) |
MyStateMachineTransition | FindTransition (int transitionId) |
MyStateMachineTransitionWithStart | FindTransitionWithStart (int transitionId) |
virtual bool | DeleteTransition (int transitionId) |
virtual bool | SetState (int cursorId, string nameOfNewState) |
Set the current state. Warning - this is not a thing that you would like to normally do, state machine should live its own life (based on transition condition). Returns true on success. More... | |
virtual void | Update () |
Update the state machine. Transition to new states. More... | |
void | TriggerAction (MyStringId actionName) |
Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More... | |
void | SortTransitions () |
Sort the transitions between states according to their priorities. More... | |
delegate void | StateChangedHandler (MyStateMachineTransitionWithStart transition) |
MyStateMachine () | |
bool | AddNode (MyStateMachineNode newNode) |
MyStateMachineNode | FindNode (string nodeName) |
bool | DeleteNode (string nodeName) |
MyStateMachineTransition | AddTransition (string startNodeName, string endNodeName, MyStateMachineTransition existingInstance=null) |
MyStateMachineTransition | FindTransition (int transitionId) |
bool | DeleteTransition (int transitionId) |
void | Update () |
void | TriggerAction (MyStringId actionName) |
Trigger an action in this layer. If there is a transition having given (non-null) name, it is followed immediatelly. Conditions of transition are ignored. More... | |
void | SortTransitions () |
Sort the transitions between states according to their priorities. More... | |
Properties | |
bool | Initialized [get] |
bool | Finished [get] |
Properties inherited from VRage.Generics.MySingleStateMachine | |
MyStateMachineNode | CurrentNode [get] |
Properties inherited from VRage.Generics.MyStateMachine | |
DictionaryReader< string, MyStateMachineNode > | AllNodes [get] |
List< MyStateMachineCursor > | ActiveCursors [get] |
string | Name [get, set] |
MyStateMachineNode | CurrentNode [get, protected set] |
Definition at line 7 of file MyCampaignStateMachine.cs.
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inline |
Definition at line 15 of file MyCampaignStateMachine.cs.
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inline |
Definition at line 37 of file MyCampaignStateMachine.cs.
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get |
Definition at line 13 of file MyCampaignStateMachine.cs.
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get |
Definition at line 11 of file MyCampaignStateMachine.cs.